Thursday, March 21, 2013

Tomb Raider 2013



March is apparently The Month of Way Too Many Game Releases, and while I don't normally buy brand new games (because I'm cheap), there are three coming out this month that I don't want to miss: Tomb RaiderGears of War: Judgement, and BioShock Infinite, in that order. Yep, sadly no new IP's in that list. But Gears and BioShock are in the handful of series that I'm absolutely loyal to, and I've been super curious about the Tomb Raider reboot. Fortunately I have an elaborate plan to get me through the month. Thanks to a Gamestop +50% special on trade-ins, I had enough used games to give me exactly $60 in store credit. I put all of that towards a Tomb Raider preorder, which-- having completed the campaign-- I have already traded in towards BioShock. And when I'm done with that game, I will trade it towards Gears, which I'm hoping will have lowered in price by that time. (Competitive shooters like Gears, CoD, and Halo always seem to drop faster). With any luck I'll only have to spend $20-30 on all three games. Crafty like a poverty-stricken fox!

Anyways, I sped through Tomb Raider in record time, completing the campaign in just over a week. I intentionally sped through the game as quickly as possible to maximize trade-in value, but honestly I would have finished it that quickly anyways-- I could not put the controller down from start to finish. It's a damn good game, and a welcome return for gaming's most recognizable female lead.


If you haven't been following the media onslaught (and who could blame you), this game is a reboot for the series and the character, taking Lara Croft all the way back to her first big adventure. The game begins with Lara, a fresh-faced archaeological grad student, shipwrecked on a mysterious island in the Pacific (not unlike a certain other island). Of course all is not what it seems, sinister forces threaten the protagonist and her crew, and crazy adventures ensue. I don't want to say too much about the story, because like the first season of Lost it does a great job of keeping you guessing as to what's really going on, but while it doesn't take any huge risks it's a well-paced and well-written adventure.

I try not to harp on graphics too much, because I've never subscribed to the idea that great graphics equals a great game. But I have to say that this is one of the most visually arresting games I've ever played. Everything, from the stunning vistas-- which rival anything in Halo 4-- to the gear and tiny rips and cuts that accumulate on Lara's outfit, look absolutely amazing. Character models emote, environments have impressive nooks and crannies, and firelight from Lara's torch realistically flickers on the walls. One thing that particularly impressed me is that the story, which spans several days, has a day/night cycle that applies to the entire island. If you revisit some earlier part of the island, it will be dark or light according to how far you are in the story. This kind of minute attention to detail applies throughout the game.

If I had to make a comparison, I would say that this game most resembles the recent Batman: Arkham Asylum, in that you're gradually able to explore more and more of the island as you gain equipment and abilities. Crystal Dynamics did an amazing job of dovetailing Lara's growing arsenal/toolbox with her growth as a character. At the beginning, when you're armed only with a makeshift bow and a primitive pickaxe, you feel so helpless against the island's hostile inhabitants. And that's reflected in Lara's character, as she acts appropriately terrified at her predicament. The first time she kills a person, it's a big deal, and every death feels significant. But a little over halfway through the game, when you pick up a grenade launcher for the first time and Lara shouts into the night, "I'm coming for ALL OF YOU!," you feel that empowerment right alongside her. She feels like a real, complete character, and you want to see her complete her transformation into the cool, collected, one-liner-spouting badass you know she's meant to be. It's a testament to Crystal Dynamics' care and commitment that they are able to deliver such a resonating emotional attachment to a character.

Combat is extremely satisfying, and a breeze with their intuitive control scheme. While in combat, Lara will automatically crouch behind a wall or other cover as she approaches it. It's an easy and seamless transition that's far more elegant and organic than many cover shooters that have come before. But your enemies won't let you stay behind cover for long, flushing you out with explosives or melee rushes. It gives combat a frenetic feel; every encounter feels like a desperate fight for your life. If avoiding combat is your thing, then you're given plenty of stealth options, with one-hit takedowns and the bow as a silent weapon. But when you're inevitably discovered, you'll rarely feel the need to reload. And the bow-- oh, the bow! It's the first weapon you find, but you'll find yourself using it throughout the game, even as more "advanced" weapons like rifles and shotguns become available. Does it detract from the "every death counts" vibe when you're taking out a dozen enemies at once? Sure, a little bit, but it's hard to complain when the combat feels so damn good.

Exploration and combat are the other pillars of the Tomb Raider franchise, and these are just as satisfying, although not as prevalent. Like I said earlier, the island is absolutely gorgeous and you'll find yourself exploring just to see more fantastic ruins. Optional tombs are scattered throughout the island; these are enemy-free puzzle rooms where you can put your platforming and problem-solving skills to the test. They're usually not very hard, but they're a fun distraction and the rewards--  a hefty XP boost and a map of collectibles in the area-- are well worth the time spent. And the collectibles themselves are fun to find, too, rarely straying into pull-your-hair-out territory like the Riddler trophies. Journal entries flesh out the story and historical artifacts hammer home Lara's background as an archaeologist. (My advice is to skip the GPS caches. They net you very little XP, and are like trying to find a contact lens in tall grass.)

The multiplayer I barely touched. It could have been interesting if it had put more emphasis on platforming and team puzzle solving, but it turned out to be just people shooting each other in the face. I get why companies feel the need to put crap like this in there (sell DLC, discourage trade-ins), but it's completely superfluous to this game.

All  in all, I thought this was a fantastic game, and great way to usher in the rebirth of a once-great franchise. I'd like to see a bit more emphasis on puzzle-solving in future entries (remember I'm a big Portal fan), but that's a small gripe about an otherwise phenomenal experience. Looks like I have one more series that I'm locked into.

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